/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.BurlyWood); spriteBatch.Begin(); spriteBatch.Draw(tekstury["background"], new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White); spriteBatch.End(); // TODO: Add your drawing code here if (GameState.IsShowMainMenuScene) { menuScene.Draw(spriteBatch, gameTime); } if (GameState.IsShowGameScene) { gameScene.Draw(spriteBatch, gameTime); } if (GameState.IsRankingScene) { rankingScene.Draw(spriteBatch, gameTime); } if (GameState.IsPlayerNameScene) { playerNameScene.Draw(spriteBatch, gameTime); } base.Draw(gameTime); }
/// <summary> /// Main draw loop of the game /// </summary> /// <param name="gameTime"></param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.White); _spriteBatch.Begin(); switch (_gameState) { case GameState.MainMenu: Menu.Draw(gameTime, _spriteBatch); break; case GameState.LoggedIn: CharacterSelect.Draw(gameTime, _spriteBatch); break; case GameState.RegisterAccount: RegisterAccount.Draw(gameTime, _spriteBatch); break; case GameState.CreateCharacter: CharacterCreate.Draw(gameTime, _spriteBatch); break; case GameState.Playing: GameScence.Draw(gameTime, _spriteBatch); break; } _spriteBatch.End(); base.Draw(gameTime); }
internal override void Draw(SpriteBatch spriteBatch) { switch (Data.currentState) { case Data.GameStates.Menu: ms.Draw(spriteBatch); break; case Data.GameStates.Game: break; case Data.GameStates.Settings: break; } }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); if (Menu.IsShowMainMenuScene) { menuScene.Draw(spriteBatch, gameTime); } if (Menu.IsShowGameScene) { gameScene.Draw(spriteBatch, gameTime); } base.Draw(gameTime); }